Monday, 29 February 2016

Iron Gods - The Divinity Drive


The final instalment of an adventure path brings with it high expectations. Not only does it need to present an enjoyable high-level adventure (something that can be difficult on its own), but it must also bring together all the threads of the previous five adventures to a satisfying conclusion, while accounting for the myriad different things different groups of player characters might have done along the way. All things considered, it's a rather monumental task, one that may not actually be possible to do perfectly. As such, it's perhaps not surprising that the final instalments of many adventure paths often don't seem quite as good as the instalments that came before them. They can never quite reach those lofty expectations.

The Divinity Drive by Crystal Frasier does a better job than many of reaching those unreachable goals. It's a good adventure in its own right and, as the finale of Iron Gods, it provides a suitably climactic resolution, as the player characters (hopefully) save the world from a unique and rather terrifying threat. That said, it is a surprisingly linear adventure compared to how open-ended most of Iron Gods has been (with The Choking Tower being an exception). It also comes across as something of a lengthy combat-fest, with only limited opportunity for diplomacy and roleplay. There are fewer shades of grey than in the other adventures; enemies are enemies and allies are...rare. Its more linear nature also means that it makes a number of assumptions about how the PCs have progressed through the previous adventures, and gives gamemasters little to no guidance on what to do if things have progressed differently. This is particularly unfortunate in such an open-ended adventure path.

SPOILERS FOLLOW

Monday, 22 February 2016

Ranged Tactics Toolbox


When the Ranged Tactics Toolbox first showed up on Paizo's schedule, I must admit it did not excite me. A book with new options for ranged combat in a game that already has huge numbers of options for combat did not strike me as something particularly innovative. Rather, it seemed more like...well, scraping the bottom of the barrel, to put it bluntly. Like ideas were starting to run out. The announcement of further books with “Toolbox” in the title only strengthened this impression.

After reading the book, that initial impression hasn't changed all that much. Don't get me wrong. This isn't a bad book and there are some interesting options in it. However, I do have to question what it really adds to the game, and I'm not sure I can come up with a good answer. The Player Companion books are supposedly part of the Golarion setting, and while this book has a few things keyed to certain lands and cultures, it doesn't really expand on the world much. Admittedly, this is somewhat in keeping with other Player Companion books, which have become more and more about character options than player-oriented world material. But its character options also don't really stand out amongst the myriad other options already out there. Although they are technically new, they feel more like retreads of things that have been done many times before.

It is an unfortunate fact that the more new options are added to the game, the more likely those options will end up never used. I find this particularly true of the Player Companion books. With a few notable exceptions, after an initial reading, the vast majority of them end up sitting on my shelf and never touched again—except when sifting through to look for one of those few exceptions, and then it's only to move them out of the way. I suspect Ranged Tactics Toolbox, despite what interesting things it does have, will end up being one of those never used books.

Of course, many people out there don't own every book and there will certainly be people for whom Ranged Tactics Toolbox may be the only book beyond the core Pathfinder books they own. Such people may well get quite a lot of use out of the book. I think it's important to keep this in mind, and I try to review products from both the perspective of how they work on their own separate from all other products, and how they fit into the larger whole. And that's why I say Ranged Tactics Toolbox isn't a bad book. It certainly has good and interesting things when looked at by itself. It's just that, when viewed as part of the larger whole, it kind of vanishes in the sea of options.

Sunday, 21 February 2016

Iron Gods - Palace of Fallen Stars


One of the things that has really struck me about the Iron Gods Adventure Path is how PC-driven it is. A lot of adventures and adventure paths follow the model where an NPC or group of NPCs hires the PCs or otherwise sets them on their path. In an adventure path, these NPCs often continue to reappear from one instalment to the next, helping to guide the PCs to their next destination. Of course, this isn't universally true and the degree to which it occurs varies from one adventure or AP to another. However, it tends to be true to some extent. Alternatively, various events will occur that push or direct PCs along a certain course of action.

With Iron Gods, however, the PCs have had to be mostly self-motivating. They still encounter NPC allies, of course, but these allies don't really direct the PCs in any way. Fires of Creation has an initial set-up to draw the PCs in, but after that, they're pretty much on their own. Each instalment relies on the PCs deciding on their own to head into the next. This is particularly true of Lords of Rust and Valley of the Brain Collectors, but even The Choking Tower, the least sandboxy of this AP so far, still relies on the PCs' self-motivation to get started. The fifth instalment, Palace of Fallen Stars by Tim Hitchcock is also no exception. Of course, by this point, the PCs are probably quite invested in seeing things through to the very end. Motivating themselves shouldn't be that difficult.

Like Lords of Rust and Valley of the Brain Collectors before it, Palace of Fallen Stars is very much a sandbox adventure. How things play out is almost entirely dependent on the actions of the PCs, from the order of events, to their results, to which NPCs live and which die. It's even technically possible to bypass this adventure and jump to the sixth one before coming back and completing this one (albeit, that way would likely be considerably deadlier). The text does a good job of accounting for the many different possibilities and for how NPCs might react, while never forcing any particular path. All in all, it makes for a very good adventure, one that's going to be very different for every group that plays it.

SPOILERS FOLLOW

Friday, 22 January 2016

Steven Moffat Leaving Doctor Who


The BBC announced today that Steven Moffat will be stepping down as Doctor Who's showrunner after Series 10. Not surprisingly, there has been a lot of online response from Doctor Who fans, with responses ranging from jubilation to heartfelt sadness and everything in between.

Readers of this site know that I have been highly critical of Steven Moffat's time on the show. I've criticised his portrayal of women, poor characterisation, his avoidance of consequence (through characters dying and coming back to life shortly thereafter), and numerous other things. That said, I wouldn't still be watching the show if I hated it, and there has been a lot of very good things during Moffat's time. There have been stand-out stories, great performances, some great writers and directors, and more. In particular, I think there have been a lot of improvements in the last couple series and indications that Moffat has been paying attention to the criticisms against him and trying to improve. Series 9 has some of the most diverse casting in all Doctor Who, for example.

But whether you love or hate (or anything in between) Steven Moffat, his departure is ultimately a good thing—not because of any criticisms I or anyone else might have of him, but because Doctor Who is all about change. Upon the completion of Series 10, Moffat will have overseen 6 full series of Doctor Who as well as numerous Christmas specials and, most significantly, the 50th anniversary special, “The Day of the Doctor” (one of the highlights of his time, in fact). This is a great run, longer than most others (only John Nathan-Turner oversaw more seasons), and he has left an enduring mark on the show. But just like companions move one, and just like every few years, Doctors move on, so to do the people behind the scenes move on. This includes the producers and showrunners. Doctor Who thrives on new blood and this time, I have no doubt, will be no different.

Taking over from Moffat will be Chris Chibnall, who has written several Doctor Who and Torchwood episodes in the past. What he will bring to the show as showrunner remains to be seen, but I can be confident of one thing: he will bring something new. I, for one, will be watching.

Thursday, 21 January 2016

Daleks Versus Toys!


Earlier today, the BBC Archive tweeted this little gem: “Toy Fair 1966”. I don't really know any details about it—indeed I never knew it existed until today. However, I can say that it is wonderfully creepy and, if expanded upon, might make a brilliant full episode of Doctor Who. Enjoy!


Lost Treasures


Treasure is an important part of Pathfinder games. Players often get very attached to their characters' equipment—enough so that being the target of mage's disjunction, a spell that destroys magic items, is often considered a worse fate than dying. At high levels, death is not that hard to reverse in Pathfinder. Replacing powerful magic items can be much more difficult. It is a bit unfortunate that acquiring monetary wealth is such a principal motivator for PCs, but the fact is, the ownership of magic items is tied into the very mechanics of the game. PCs need wealth just to keep up. Fortunately, there is lots of treasure to be gained on adventures.

Unfortunately, when treasure is so prevalent, it starts to become very generic. A +1 longsword doesn't seem all that special, when virtually every adversary has a +1 weapon of some kind. I've had players comment on the sheer volume of rings of protection they find during an adventure path. Each time another one comes along (and more come along quite frequently), they redistribute the ones they have and mark the leftovers with the lowest bonuses for sale. Although these are technically magic items, their sheer “normalness” makes them seem not very magical at all.

Of course, it can be very difficult to make every item unique. It would take a huge amount of work to do so, especially given the amount of magic characters are expected to possess once they reach higher levels. As such, it's natural that significant portions of that magic will become somewhat generic. However, that does mean that when a more unique item does come along it can really stand out. One avenue the game has for more unique items is through artifacts. The book, Artifacts & Legends provides many sample artifacts for GMs to use in their games. However, artifacts tend to be very powerful and can unbalance games if not carefully handled. They work best in high-level games. So what about less powerful magic items in lower-level games?

This is where Lost Treasures comes in. This book provides a large number of unique (or nearly unique) magic items, complete with background stories and adventure ideas for using them. It's a good book for GMs looking to add a few treasures into the game that stand out from the typical +1 weapon or cloak of resistance. A few are powerful items; many others are considerably less powerful; some aren't even magic items, but just mundane items of high value or historical importance. However, all the items have their own individual character to them and will add a ton of flavour to treasure hauls. Even the mundane items here are anything but mundane.

Saturday, 16 January 2016

Pathfinder Unchained


Although Pathfinder started its life as a revision of 3rd Edition Dungeons & Dragons, it has grown very much beyond it roots, introducing ideas and concepts completely new to D&D. As early as the Advanced Player's Guide (one of the earliest rules expansion books for the game), Pathfinder was already starting to chart its own identity with new classes not seen before (like the oracle and inquisitor) and new ways of using existing rules (like the new combat manoeuvres). Since that book, the game has only continued to develop more. Mythic Adventures and Occult Adventures each add whole new layers to the game making it less and less like the D&D editions that came before it. While I still often think of Pathfinder subconsciously as D&D, there is no doubt that it has attained its own identity separate from the game that birthed it.

Indeed, I've always been impressed by Paizo's willingness to take Pathfinder in new directions. Not every idea works out perfectly, but that's okay. Without innovation, the game will only stagnate. Yet as much as Pathfinder has gained its own identity, there are many aspects of the rules that keep it cemented to its 3rd Edition D&D roots. The core d20 mechanics are still there, and many of the decisions made during the initial development of Pathfinder were made to maintain “backwards compatibility”. This was absolutely the right route to take. After all, the initial audience for Pathfinder was made up of 3rd Edition players who wanted to continue to use their 3rd Edition books, which the large changes to 4th Edition D&D had made impossible. The intent behind Pathfinder was that those books could be used with only minimal adjustments.

Yet these legacy aspects of the game can come under a certain degree of scrutiny. Do they help define the identity of the game, or do they actually hinder it in some way? There are limits to how much the 3rd Edition classes could be changed without giving up that backwards compatibility, leading to complaints that some classes, such as rogue, are just not up to par with the others. Then there the mechanics of how the game-play itself works. What might have happened to those if backwards compatibility had not been necessary?

Pathfinder Unchained takes the opportunity to explore these questions. If the shackles of backwards compatibility are removed, what can happen? While this is a book full of rules options, it's not a book like the aforementioned Advanced Player's Guide or Ultimate Combat. Whereas those books mostly add new options to the game, Pathfinder Unchained changes the options that already exist with alternative versions of several classes and new ways of handling skills, alignments, combat, and more. Some of these are ideas that have been explored before in books like 3rd Edition's Unearthed Arcana, while others are entirely new. It's not possible to use everything in Pathfinder Unchained the way it is with a book like the Advanced Player's Guide, as the book often provides multiple alternatives for the same thing. For example, there are several alternative ways of handling skills, some of which are in complete opposition to each other. The intent with Pathfinder Unchained is to pick and choose the rules alternatives that will work best for the style of game your particular group is trying to run, or to experiment with different options until you find the ones that work best for you.

Friday, 8 January 2016

Occult Realms


One of the key things about the occult in Occult Adventures is that it is mysterious and different from everything else in Pathfinder campaigns. This is not easy to achieve when there are already scores of different kinds of creatures, abilities, and magic in the game. Yet Occult Adventures pulls it off pretty well. Since publication of that book, other books have also dealt with the occult, including Occult Origins and Occult Bestiary. Plus, Occult Mysteries, from awhile back, ties into it all as well. With each new book published, there is a danger of it losing that sense of difference.

Occult Realms is the latest book published to tie in with Occult Adventures, and thankfully, it manages to maintain that sense of mystery and the unknown. While Occult Origins and Occult Bestiary are tied to the world of Golarion, they are primarily books of mechanics. Occult Realms does have some new mechanics in it as well, but its focus is much more on descriptive detail that brings the occult fully into the campaign setting. And the mechanics it does have exist entirely to support the flavour and feel of the setting.

I have to say that I hugely enjoyed reading Occult Realms. It offers wonderful glimpses and insights into areas of Golarion that have only received a small amount of attention previously, even a place or two where you might not expect the occult, such as Razmiran. Some of the places are quite small, sometimes just a single building, but the small areas mean that the details can actually be more specific. There is a better sense of a lived-in world from this book than from some other Pathfinder Campaign Setting books, which tend to focus more on providing a list of locations than on what it's like to live there. The approach here is still on listing locations, but there is more room for detail about those locations.

Wednesday, 30 December 2015

Doctor Who - The Husbands of River Song


When I write my reviews for this site, I don't include numerical marks of any kind. I don't give something 4 stars or something else a score of 9 out of 10. However, when I post links to my reviews on other sites that include such markings, I will often grudgingly apply one. But the truth is, I prefer not to give marks, so that's why you don't see them in the reviews themselves.

This is for a couple simple reasons. Primarily, it's because I find that a simple number doesn't really tell a lot. There's far more nuance to anything than a single score could ever provide. Not only that, different people assign different meanings to scores. One just has to look at the various review threads on Gallifrey Base to see this. One person can call a particular episode terrible and still give it a score of 6 out of 10, while the next person will offer all kinds of praise and give exactly the same score.

But even if everyone were to agree on how good any particular score is, there's still a lot not conveyed by it. If “5 out of 10” means mediocre, does it mean that the whole thing is mediocre or that it's mostly really good but let down by some major part being poor? Perhaps it's the reverse of that, mostly bad but with a major redeeming feature? Or is it all over the place and just sort of averages out to 5? Since all these things need to be explained anyway, I feel it's just better to go ahead and explain them and not worry about assigning a number to go with them.

I've often commented that Steven Moffat's Doctor Who stories can be a mix of brilliance and annoyance, and “The Husbands of River Song” is a definite example of this, and one for which a numerical score would definitely not convey any indication of how good or bad it is. It's definitely an entertaining episode, which is ultimately its main objective and thus is a success. It has some funny moments, some touching moments, and great performances from its two leads. But it also has some terribly unfunny jokes, a paper-thin plot, poor characterisation, and some rather poor performances from several of the guest stars. It also manages to make you both love and hate River Song at the same time—which may, I admit, be intentional. It all makes for a bit of a confounding episode.

SPOILERS FOLLOW

Thursday, 24 December 2015

A Look Back at Doctor Who Series 9


Since I started writing Doctor Who reviews in mid-series 6, I have generally only reviewed individual episodes. While, within those reviews, I might comment on the overall direction of the series (and particularly on the resolution in my review of a series finale), I haven't previously reviewed an entire series as a whole. I generally haven't felt the need to. However, this year, during Series 9, I noticed an unusual thing happening: I was rating individual episodes quite highly, yet my feelings for the entire series were much lower, and they seemed to sink lower as the series went on, despite the fact that my opinions of the individual episodes were often getting higher. While this isn't entirely unprecedented, it seemed to be a much greater dichotomy than usual this year, and so I began to think that I should write a follow-up review after the series finale that looks back on the entire series. This is that review.

My main issue with Series 9 is the series arc story, which is, to say the least, poor and unconvincing. Series arcs are an interesting phenomenon, a product of modern television storytelling that old, “classic” Doctor Who didn't have to deal with. In those days, seasons of any show on television just sort of ended. They didn't make a big deal of the conclusion. Similarly, there wasn't a continuing story arc joining multiple episodes (or, in Doctor Who's case, serials) together. Each story was distinct and separate from what came before and the only continuity was character continuity (and even characters didn't do much developing from one story to the next).

Doctor Who experimented with a couple of arcs back in the day. There was “The Key to Time” arc of Season 16 and “The Trial of a Timelord” for season 23. Occasionally, a season might have a linking theme, such as entropy in Season 18, or a couple stories in a row might be linked together in some way, such as the Black Guardian trilogy in Season 20. But on the whole, each story was separate and contained, and the final story of a season wasn't treated any differently than the stories that came before it.

It was in the 90s, while Doctor Who was off the air, that this started to change and story arcs that continued over multiple episodes became more common. Babylon 5 was at the forefront of this change, presenting a show that had a continuing story that went from its first to last episode over five years. Other science fiction and fantasy shows began to follow Babylon 5's lead. Star Trek: Deep Space Nine, The X-Files, Buffy, the Vampire Slayer, and others began introducing ongoing story arcs, some that lasted over multiple years, others that would run a single season before concluding and allowing for a new arc to start the following season. By the time Doctor Who returned to television full-time in 2005, story arcs had become the norm for much of television, beyond just science fiction and fantasy programmes. Doctor Who really had little choice but to take part.

I don't want to make it sound as if I think this is, in any way, a bad thing. I actually think it's been a change for the better in television. Although they have the downside of making it more of an issue to miss an episode, story arcs provide more of a reward for the viewers. They give a direction to the show and to the characters, and allow viewers to travel with the characters through a developing world, one where the events of one episode impact the episodes that come after it, and there's a greater sense of accomplishment when the end of the arc is reached. That said, story arcs were something new for Doctor Who, and I'm not sure the show has ever fully acclimated to the format.

SPOILERS FOR EVERYTHING UP TO AND INCLUDING “HELL BENT” FOLLOW